Skip to main content

Improvement of the New Player Experience

After writing a long, long rant, back to my normally scheduled random posting. Today, I decided to approach a probable terrible idea.

Yesterday, after some time in a thread with a self entitled 'everything is wrong in eve and tis a terrible game' person, I decided to write up an opinion/review of the new player experience.

The above player used other games to base their opinion on why eve's tutorial was terrible. I decided to use my own recent experience in another successful MMO to compare the two. I've been playing Aion (not successfully, I just made it to level eight after 2 weeks). I also used it for comparison because it is a themepark MMO and that is where a lot of eve's player base is going to have gotten their feet wet in playing.

As I typed up this review I wrote something that struck me. I was writing about how I was mindlessly running around and I wrote that, "I could see that the NPC titled 'general goods trader' was a merchant." I then compared it to eve's market button. As I did that I had a little moment of realization over a big difference between eve and other games hit me. Eve has an avatar area that most of the game works hard to forget about. Most games focus heavily on the avatar. This should not be a realization to me, but I play Eve. Spaceships are how I am used to seeing myself.

Eve now starts new players out in their captain quarters. Players are given a familiar aspect of having an avatar and walking around. there are some interactive options. WIS (walking in stations) is a pariah to be mentioned to the eve community at this time due to the still powerful echoes of the Incarnia disaster.

However, the captains quarters are here. I remember exploring mine and clicking everything. I expected more stuff to happen. I figured I wasn't getting it. Click click click. Walk walk walk. Nothing. Hmm. Okay, whatever. Spaceship down the hallway!

The Idea
What if more happened in the Captain's Quarters. I am not asking them to code new objects but I am asking them to make items more interactive like the television and ship hologram is.

If I click the bed it should ask if me I want to log out of the game.

If I click one of the panels, maybe with a market icon swirling over it like the ship holograph, I should get the market.

If I click something else it should open up my wallet.

If I walk down to the hanger, on the control panel there should be another hologram that shows me my inventory since it is now its own magical NEOCOM button.

All of the NEOCOM buttons, or at least most of them, should have an interactive spot in the captains quarters. Again I don't say that they have to make new items or add anything to the captains quarters. just make things clickable. New players explore their environment. They explore the safe spot they start in by looking around, walking around, and clicking things. Most players eventually get obstructions on how to leave the captains quarters behind. That is fine.

I'm not talking about eve in general we're talking about accessibility to the various menus that we need to do things in a format that new players will easily grasp.

There is a lot of time being spent focusing on how to make the tutorial better. How to say things. Where to have our buttons point. But, a lot of eve is very hard to teach through an automated tutorial menu. I've been struggling with the fleet window lately. It's not intuitive at all. It's terrible. So is the POS menu. But, because I know that right clicking is always the option and I understand the basic mechanics of the game, I'm able to struggle through them and turn to Google while muttering curses under my breath.

But that is not what we want for a new player. by giving them interactive things in the captains quarters, a new player will self teach themselves that items exist. By clicking on something that makes the market come up, they will now know there is a market. if the tutorial wants to pop in and direct them to the NEOCOM then, great. However, people will self learn some of the very basics in an automatic natural progression that they understand due to prior experiences in other games.

/end idea

Comments

Popular posts from this blog

Sugar’s Non-Technical Guide to Making Boosters

Welcome to my non-technical and outdated but probably still useful guide to boosters.  There have been changes to how things are built in Eve. This was the old POS code before the introduction of new structures in 2016.   This is just a walk through on my wobbling path of booster production.  It took me half a dozen different documents to figure out what I needed to do to make these mythical things.  It is what I do.  It may not be perfect but it works.

This is pirate focused industry.
This guide brought to you by Lain asking me to write it after I tried to explain it in chat.

Why make boosters? Because drugs are good.  Really they are performance enhancers and performance enhancers can give someone that extra edge in PvP.  It was also because my boys used them and when they ran low they often ran out, I could be their supplier.  They would no longer hoard their drugs due to the length of time it takes to get fresh product.. The thought of being a drug kingpin was also very appealing. …

Have you done your Eve Vegas Survey?

I did attend Eve Vegas to the shock of many. I'd already paid for it and allotted the time. It seemed that I should go.


I went to the Grand Canyon and Hoover as well. This is not the space to discuss those amazing places or my new Camera.

Eve Vegas was a bit harder for me to go to then I expected. I've detached from Eve for the most part these past months. It is very easy to be angry, frustrated, and bitter about the past that I lived on. The game, its development, and the players move on while I find myself emotionally stuck. That emotional stickiness does not need to be given to everyone else. Part of experiencing it was shielding people from it. But, as I accepted my items and stared down the poor gentleman that tried to put a wristband around my wrist, I realized that I wasn't in as good of a place as I had hoped to be.

That is where the Survey comes in. There are a few things that I could say and did say. A few of the questions made me want to say a bit more.

One was …

Your ideal roadmap

To try to be a bit more interesting then blogging yet another daily list of summit meetings, how about a question?

In the producer session, as we try to figure out how to fix and improve our communication with teams and how we figure out who should be gone to for features and changes, we discussed the road map.

We discussed what 'our' ideal roadmap would be. This breaks down into the individual roadmaps for each member of the CSM. After all, we are individiuals and we have different dreams for Eve. We have different goals and features that we want to move forward or go back to.

How close are we to what CCP is looking at and planning? We discussed their safety mesures to weigh the value of features. What will this feature do for Eve? It is not enough to have an ideal road map of things you want. Those things have to have value and that value needs to be enough to dedicate the time to the feature.

Do you have an ideal roadmap? A path for Eve to head in the next year or two once …